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12 results for "core" in function

function
FSoftObjectPath::FixupCoreRedirects CoreUObject

Applies core redirects (from DefaultEngine.

function
APlayerState::GetScore Engine

Returns the player's current replicated score value.

function
APlayerState::OnRep_Score Engine

Replication notification called on clients when the Score property changes on the server.

function
APlayerState::SetScore Engine

Sets the player's score and triggers replication to all clients via OnRep_Score.

function
UActorComponent::GetFunctionCallspace Engine

Determines where a UFUNCTION call should execute — locally, on the server, or on clients.

function
ACharacter::GetLifetimeReplicatedProps Engine

Registers which properties are replicated to remote machines and under what conditions.

function
AAIController::MoveTo AIModule

The core move dispatch function — builds a path and passes it to the PathFollowingComponent.

function
APawn::OnRep_PlayerState Engine

Replication notification called on clients when the PlayerState pointer changes.

function
FSoftObjectPath::PostLoadPath CoreUObject

Called after the path is deserialized to apply core redirects and any other post-load fixup, updating the path in place.

function
FSoftObjectPath::PreSavePath CoreUObject

Called by the save system immediately before an asset is saved; resolves any pending core redirects so the on-disk path is always up to date.

function
APlayerState::Reset Engine

Resets the player state to its default values.

function
FSoftObjectPath::SerializePath CoreUObject

Serializes the soft object path to or from an archive, applying post-load fixup (core redirects, PIE remapping) on load.